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add missing oar load help text; verify asset fullid on save to oar
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@@ -299,6 +299,10 @@ namespace OpenSim
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+ " --mergeReplaceObjects if scene as a object with same id, replace it\n"
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+ " without this option, skip loading that object\n"
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+ "--skip-assets will load the OAR but ignore the assets it contains.\n"
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+ "--force-assets will load the OAR and try to upload the assets it contains.\n"
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+ " it will REPLACE those assets on local region cache\n"
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+ " it will also try to upload them to service, but that only work if they are not present"
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+ " Avoid using this except for some recovery atempts"
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+ "--default-user will use this user for any objects with an owner whose UUID is not found in the grid.\n"
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+ "--no-objects suppresses the addition of any objects (good for loading only the terrain).\n"
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+ "--rotation specified rotation to be applied to the oar. Specified in degrees.\n"
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@@ -154,8 +154,19 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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continue;
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}
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if(asset.FullID.IsZero())
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{
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if(!UUID.TryParse(thiskey, out UUID id))
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{
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m_log.InfoFormat($"[ARCHIVER]: cannot save asset '{asset.Name}' because it has Zero");
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m_notFoundAssetUuids.Add(kvp.Key);
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continue;
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}
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asset.FullID = id;
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}
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sbyte assetType = kvp.Value;
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if (asset != null && assetType == (sbyte)AssetType.Unknown)
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if (assetType == (sbyte)AssetType.Unknown)
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{
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m_log.InfoFormat("[ARCHIVER]: Rewriting broken asset type for {0} to {1}", thiskey, SLUtil.AssetTypeFromCode(assetType));
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asset.Type = assetType;
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